Cbuf_AddText = 0x82439B90; SV_GameSendServerCommand = 0x824C2748; PlayerState = 0x8328F100; gEntity = 0x83306580; jump_height = 0x820157B4; falldamage = 0x822227F4; redbox = 0x8225ED6C; allClientAmmo = 0x8223A0F0; allClientHealth = 0x823D4FF8; allClientMovementType = 0x822289A4; PreGameGamertag = 0x83E6CE38; AdvancedUAV = 0x82257000; NoRecoil = 0x822BAE9C; ChromePlayer = 0x82659E28; ThermalVision = 0x8229ED0C;//Thermal Vision TU8 UnlimitedAmmo = 0x8223A0F0;//TU8 uint FPSText = 0x82049CFC;//TU8 uint UAV = 0x82257003; //Advanced Uav (01 On - 00 Off) TU8 uint Laser = 0x82270DEB; //Laser (01 On - 00 Off) TU8 uint ChromePlayers = 0x82659F2B; //Chrome Players (01 On - 00 Off) TU8 uint NoRecoil = 0x822BAE9C; //Norecoil (60000000 On - 4BF8B765 Off) TU8 uint FPS = 0x82526C1C;//TU8 uint SP_script_model = 0x82414440;//TU8 uint SV_LinkEntity = 0x824D96F0;//TU8 uint SV_SetBrushModel = 0x824C2888;//TU8 uint SV_UnLinkEntity = 0x824D9388;//TU8 uint BrushModel = 0x8330b780; uint ClientX = 0x1c; uint ClientY = 0x20; uint ClientZ = 0x24; uint Ammo = 0x8223A0F0;//TU8 uint autoguns = 0x82235244;//TU8 uint Boxes = 0x8225ED6C;//TU8 uint G_GivePlayerWeapon = 0x8241FFD8;//TU8 uint BG_GetWeaponIndexForName = 0x8223BF28;//TU8 uint G_InitializeAmmo = 0x823DE5B8;//TU8 uint G_Spawn = 0x8241B6C8; //TU8 uint SV_SendGameServerCommand = 0x824C2764;//TU8 uint getPlayerState(uint clientNum)//TU8 { return 0x8328F100 + (clientNum * 0x3600); } uint gEntity(uint clientNum)//TU8 { return 0x83306580 + (clientNum * 0x280); } uint Cbuf_AddText = 0x82439B90;//TU8 uint Gamertag_Pregame = 0x83E6CE38;//TU8 uint jump = 0x820157B4;//TU8 uint falldmg = 0x82222780 + 0x74;//TU8 uint G_SetModel = 0x8241B1E8;//TU* typedef enum Random : int { PLAYER_DEAD, PLAYER_VISIBLE, PLAYER_3RDPERSON, PLAYER_LASER, PLAYER_MFLAG, PLAYER_VISION_THERMAL, PLAYER_VISION_THERMAL_REDBOX }; bool isenabled(int clientIndex, Random enabled, int truecheck, bool ps){ int index, maybe; index = enabled; bool returnz; switch(index){ case Random:LAYER_DEAD: index = 0x18C; break; case Random:LAYER_VISIBLE: index = 0x124; break; case Random:LAYER_3RDPERSON: index = 0x10; break; case Random:LAYER_LASER: index = 0x124; break; case Random:LAYER_MFLAG: index = 0x3218; break; case Random:LAYER_VISION_THERMAL: index = 0x10; break; case Random:LAYER_VISION_THERMAL_REDBOX: index = 0x13; break;} maybe = (((ps) ? (getPlayerState(clientIndex) + index) : (gentity(clientIndex) + index)) & truecheck); (maybe ? returnz = true : returnz = false); return returnz; } B1TW153 bool isvisable(int clientIndex){ int maybe = (*(int*)(getPlayerState(clientIndex) + 0x124) & 0xFFDF); (maybe ? return false : return true); } Code: public uint ButtonPressed(int p) { return Pars.ReadUInt32(getPlayerState(p) + 0x568C); } Code: public void GodMode(int client, bool enabled) { if (enabled) { Pars.WriteInt32(getPlayerState(client) + 0x18, 1); } else { Pars.WriteInt32(getPlayerState(client) + 0x18, ~1); } } Code: public void Invisible(int client, bool enabled) { if (enabled) { Pars.AND_Int32(getPlayerState(client) + 0x124, ~0x20); } else { Pars.AND_Int32(getPlayerState(client) + 0x124, 0x20); } } Code: public void ThirdPerson(int client, bool enabled) { if (enabled) { Pars.WriteUInt32(getPlayerState(client) + 0x10, 0x2); } else { Pars.WriteUInt32(getPlayerState(client) + 0x10, 0x0); } } Code: public void Laser(int client, bool enabled) { if (enabled) { Pars.WriteUInt32(getPlayerState(client) + 0x124, 0x10000); } else { Pars.WriteUInt32(getPlayerState(client) + 0x124, 0x00); } } Code: public void Freeze(int client, bool enabled) { if (enabled) { Pars.SetMemory(getPlayerState(client) + 0x3218, new byte[] { 0x04 }); } else { Pars.SetMemory(getPlayerState(client) + 0x3218, new byte[] { 0x00 }); } } Code: public void UFOMode(int client, bool enabled) { if (enabled) { Pars.SetMemory(getPlayerState(client) + 0x3218, new byte[] { 0x02 }); } else { Pars.SetMemory(getPlayerState(client) + 0x3218, new byte[] { 0x00 }); } } Code: public void NoClipping(int client, bool enabled) { if (enabled) { Pars.SetMemory(getPlayerState(client) + 0x3218, new byte[] { 0x01 }); } else { Pars.SetMemory(getPlayerState(client) + 0x3218, new byte[] { 0x00 }); } } Code: public void NormalMovement(int client) { Pars.SetMemory(getPlayerState(client) + 0x3218, new byte[] { 0x00 }); } public void MovePreGame(int client, bool enabled) { if (enabled) { Pars.SetMemory(getPlayerState(client) + 0x01, new byte[] { 0x00 }); } else { Pars.SetMemory(getPlayerState(client) + 0x01, new byte[] { 0x01 }); } } Code: public void SetSpeed(int client, float value) { Pars.WriteFloat(getPlayerState(client) + 0x2F50, value); } Code: public void GiveWeapon(int client, string wName) { int wIndex = (int)Pars.Call(Tu7Offsets.G_GivePlayerWeapon, new object[] { wName }); Pars.Call(Tu7Offsets.G_GivePlayerWeapon, getPlayerState(client), wIndex, 0, 0); } Code: public void RedBoxesThermal(int client) { Pars.SetMemory(getPlayerState(client) + 0x13, new byte[] { 0x18 }); } Code: public void ThermalVision(int client, bool enabled) { if (enabled) { Pars.WriteUInt32(getPlayerState(client) + 0x10, 0x08); } else { Pars.WriteUInt32(getPlayerState(client) + 0x10, 0x00); } } Code: public void TakeAllWeapons(int client) { Pars.WriteUInt32(getPlayerState(client) + 0x41C, 0); for (int i = 0; i < 0xF; i++) Pars.WriteUInt32((uint)(getPlayerState(client) + 0x2E4 + (0x4 * i)), 0); } Code: public float x; public float y; public float z; public void GetOrigin(int client) { x = Pos.ReadFloat(PlayerState(client) + 0x1C); y = Pos.ReadFloat(PlayerState(client) + 0x20); z = Pos.ReadFloat(PlayerState(client) + 0x24); } public void SetOrigin(int client, float Ypos, float Xpos, float Zpos) { Pos.WriteFloat(PlayerState(client) + 0x1C, Xpos); Pos.WriteFloat(PlayerState(client) + 0x20, Ypos); Pos.WriteFloat(PlayerState(client) + 0x24, Zpos); } Code: public string GetGamertag(int Client) { if (Pars.ReadByte(getPlayerState(Client) + 0x2F9C) != 0) return Pars.ReadString(getPlayerState(Client) + 0x2F9C, new byte[32]); return ""; } Code: public void SetClantag(int client, string str) { Pars.WriteString(getPlayerState(client) + 0x300C, str + "\0"); } Code: public void SetGamertag(int Client, string Gamertag) { Pars.WriteString(getPlayerState(Client) + 0x2F9C, Gamertag + "\0"); } Credits to, Haldorson,Unsigned Chaos, Sinize,
also stats tu8 Code: public class Tu8Stats { public static uint Entry = 0x834EDDA4;//tu8 public static uint Deaths = 0x5D;// public static uint Suicides = 0x9A;// public static uint Kills = 0x85;// public static uint KillStreaks = 0x89;// public static uint GamePlayed = 0x75;// public static uint Losses = 0x8D;// public static uint Wins = 0xD6;// public static uint Score = 0xAE; public static uint TimePlayed = 0xCA;// public static uint Hits = 0x6D;// public static uint Misses = 0x92;// public static uint SquadPoints = 0x4C30;// public static uint Prestige = 0x4F28;// public static uint RankXP = 0x9A;// public static uint PerSquadPlayer = 0x564;// }
Nice, but you need to put it all under spoilers & give credit too @Hacksource, Parse, Ambition sG, Haldorson & Unsigned Chaos Sinize
As TeamXPG member you should also give credits for certain things... *cough* http://www.xpgamesaves.com/topic/98217-cod-ghosts-tu8-unlock-all-tool-banbypass-link-updated/ *cough*
ohh and if want a fullly working bypass ... credits B1TW153 Code: uint byw; Pars.xbCon.DebugTarget.SetMemory(0x827A8E44, 2, new byte[] { 0x48, 0x00 }, out byw); Pars.xbCon.DebugTarget.SetMemory(0x827A8E2C, 4, new byte[] { 0x60, 0x00, 0x00, 0x00 }, out byw); Pars.xbCon.DebugTarget.SetMemory(0x827A3DA8, 2, new byte[] { 0x48, 0x00 }, out byw); Pars.xbCon.DebugTarget.SetMemory(0x827A3D90, 4, new byte[] { 0x60, 0x00, 0x00, 0x00 }, out byw); Pars.xbCon.DebugTarget.SetMemory(0x827A3D84, 4, new byte[] { 0x60, 0x00, 0x00, 0x00 }, out byw);
No it doesnt. I think that is the last and only offset needed to get the all client stats tool to work. And for the last month I havent heard of anyone finding that offset. Code: bypass, Dont no if it works, never tried it, ive seen it posted 100x already: byte[] data = new byte[4]; data[0] = 0x60; this.Jtag.SetMemory(0x826104a0, data);
ya i was just posting another one that ive seen before, ya i no it is, I thought the only thing needed to get it goin was one or 2 offsets that needed updated, an assuming they removed it or hid it somewhere else. i dono, and i dont no as much about using ida, only used it a few times and its been a few years
Usually when people say "patched" it doesent mean that you can update the old offsets and get it work again....
I would bet the guys you are wanting to give credit to got it from some website too. Thanks for posting & future updates..
Couldnt bother at all to check it myself, but no... it has 2 options which are both taken from other threads lol and no credits at all in the release..
O yea probably because he couldnt update statEntry which also explains that it wasnt from his own research, since anyone who actually knows how to find it can find it.. while others try to use older bytes to find it when the structure has changed.